
  AGIL: Adventure Game Interpreter for Linux, (C) 2001, 2002 RaDIaT1oN
  	See the file COPYING

  SDL driver is copyright (C) 2001, 2002 LollypopMan, some modifications my
  	me.
	
  Sound code is copyright (C) 2001, 2002 LollypopMan, reorganization by me,
  	and portions copied from agiplay.c by Claudio Matsuoka.


This is my effort at producing an AGI Implementation for Linux (and now DOS 
and Windoze too.) Some works, some doesn't.

To compile type: make <driver>.
where <driver> is the the driver you intend to use, can be "x11", "svga",
"winsdl", "linsdl" or "alleg".  "make" must me GNU Make.  The DOS version 
only complies in DJGPP you're on your own with anything else.  The Windoze
version has only been tried with Mingw32, same applies.

It has come to my attention that Winzip, and maybe other programs refuse to
create the bin directoty, in this case run "mkdir bin" before "make".

To run a game once compiled, type:
	~/agil/bin# agil <DIR>
	
where <DIR> is replaced with a directory on your filesystem containing an
AGI game.  Game datafiles in this directory must have lowercase names (Unix
only.)  If no game directory is given on the command line ./ is assumed.  
The x11 version does not need to be run as root, but the svgalib version 
must be.

If you have the original floppies of the games just copy the game data files
from each floppy into one directory on your filesystem.  The data files
required to play the games are:

For AGI version 2 games:
	logdir
	picdir
	viewdir
	snddir
	vol.*
	object
	words.tok

For AGI version 3 games:
	IDdir
	IDvol.*
	object
	words.tok

Where ID is replaced with the gameid of the given game, "kq4" for King's 
Quest 4, "gr" for Gold Rush!, etc.  The only AGI 3 game id's that will 
work are: kq4, mh, mh2, gr, and V.  If there are others email me and add 
them to the list in src/gameid.c.

If you have games that give unknown game id's please email me with
the CRC and as much info as possible (preferably the game.)  You can
also add them to gameid.c before the "unknown game" entry.

Sound support has been added in this version.  However writing the sound
driver for the DOS version ended up being more complicated that I had 
expected, and is therefore not supported.  There are actually two 
implementations of the sound code.  One by me, the other by LollypopMan. 
My sound implementation is based on agiplay.c by Claudio Matsuoka included
in the AGI spec, but this isn't perfect, and has no noise channel. This may
be found in sound.c.rad.  The default sound.c is LollypopMan's effort.

While running the SDL version, you may toggle between full screen mode and 
windowed mode by pressing the F11 key. (If supported by your system.)

The game logics can be decompiled by pressing the pause key during the game,
the delete key does the same thing on the SDL driver.  The logic decompiler
defaults to the current room's logic, but you may specify otherwise.

Send any bug reports, contributions or comments to g_mcm@mweb.co.za

See ./BUGS
